This is an EXPLICIT walkthrough of the game CAPTAIN BLOOD. By following along with this, y

This is an EXPLICIT walk-through of the game CAPTAIN BLOOD. By
following along with this, you'll be able to complete the game in
approximately three hours. Along the way, you'll get a look at all of
the different races in the game except the Buggols (and if you've
played the game at all, you've probably seen plenty of them). You'll
find and kill all of the Duplicates (known as Numbers in the European
version of the program), and you'll beam TORKA, the "Babe of the
Galaxy", aboard your ship to end the game and live happily ever after.
A Couple of Hints:
1)TAKE NOTES!! This is the most important thing in CAPTAIN BLOOD. It's
essential that you keep track of all the of planetary coordinates that
you receive during the game.
2)Many times when the different races you meet speak, they seem to be
speaking nonsense. Sometimes that's exactly what they're speaking.
Other times, they're talking about other creatures and other planets.
The names of the creatures and planets in this game are definitely off-
beat.
3)Use all of the time-cutting shortcuts available to you - use the
right mouse button to warp from planet to planet, use the right/then
left button when you destroy planets. The warp and planetary
destruction graphics are pretty, but time consuming. After you've seen
them a couple of times, you'll be doing yourself a favor if you skip
them - time is essential in this game, and you'll be killing enough of
it as it is...
First, you want to begin the game on a Migrax-occupied planet. It may
take up to half a dozen reboots - maybe more - before you start on a
Migrax-occupied planet, but one will come up eventually (by the way,
the game boots with either Buggol or the Izwal Small Yoko much of the
time - other times with Croolis-Ulv or Migrax. Keep trying till you
get a Migrax.. The game CAN be won in a couple of different ways, but
the way explained here requires that you start with a Migrax-occupied
planet.
This will be the planet REPRODUCTION 14 and the Migrax you're speaking
to will be GREAT BOUNTY.
He'll mention something about MISSILE BRAVE - this is another Migrax
that you'll be meeting shortly. Tell GREAT BOUNTY that you want to
teleport him to another planet. He'll agree. Teleport him to your
ship, then choose a planet at random and go there. When you arrive,
land and teleport GREAT BOUNTY down to the planet surface.
He won't be happy about the whole thing. He'll want to go home. Chat
with him a while - sooner or later he'll ask you if you know PLANET
SPIRIT. Shortly thereafter, he'll give you some planetary coordinates.
This will take you to a planet where TORKA (aka "The Babe of the
Galaxy") hangs out. You can go visit her now. Go to the planet
coordinates GREAT BOUNTY gave you and land. TORKA will give you the
coordinates of TUBULAR BRAIN 4. Jot them down, but don't bother going
to visit him yet. You'll need to visit him in Hour 125. Before Hour
125, you'll pretty much be wasting your time, watching him spit numbers
at you until he tells you to rendezvous with him at Hour 125. So avoid
the visit for now.
Go back to the planet where you left GREAT BOUNTY. Ask him for the
coordinates of planet MISSILE BRAVE. He'll give them to you, telling
you that MISSILE BRAVE's planet is REPRODUCTION 128. That's your next
stop.
MISSILE BRAVE wants you to teleport GREAT BOUNTY back to REPRODUCTION
14. He won't give you any information till you do. Go back to the
planet where you left GREAT BOUNTY, teleport him up, and take him home.
When you teleport him down, he'll tell you that the ANTENNA race knows
the planets of the ROBHEADS. Then he'll take off on a rendezvous and
that's the last you'll see of him.
Go back to planet REPRODUCTION 128 for your reward from MISSILE BRAVE.
He'll give you the coordinates of PLANET 128, a SINOX planet, and will
also give you the SINOX code - IMPOSSIBLE NOT SINOX. While you're
there, ask him about the code (as in "Say Code"). He'll tell you the
code is FRIEND FRIEND. Keep it in mind when you're dealing with the
TUBULAR BRAIN in Hour 125.
Go to planet 128. This is the planet of a SINOX named BRAIN
RADIOACTIVITY. He'll ask you for the code. Give him the SINOX code.
When he's done thinking about that, ask him about the DUPLICATES.
He'll tell you he needs you to do something for him. That something is
the transporting of ANTENNA from 4 planets to 4 other planets. The 4
planets he'll mention are KRISTO 15, KRISTO 7, KRISTO 34, and KRISTO 8.
He'll give you the coordinates of each planet, then dismiss you.
Go to the first planet and land. You'll meet your first ANTENNA.
First, ask the ANTENNA for the coordinates of planet ROBHEAD. He'll
give you a set of coordinates. Write them down. Then the fun begins.
Convincing the ANTENNA to teleport can be very annoying - they have a
limited vocabulary, and it really doesn't seem to matter what you say.
He will, eventually, indicate a willingness to teleport up. Take him
to another planet (any unoccupied planet will do), land, and teleport
him down.
The other three ANTENNA are fairly easy to teleport to your ship as
long as you FIRST ask them the coordinate of the ROBHEAD planet (there
are a total of 4 ROBHEAD planets, and each Antenna knows one). As soon
as the ANTENNA gives you the coordinates, it will express willingness
to teleport. Teleport it immediately, without even clicking on the
translator lips. Otherwise the ANTENNA can change its mind, and you'll
spend 5-10 minutes trying to convince it to teleport.
When you've transplanted ALL of the ANTENNA (and do not, under any
circumstances, disintegrate them - just take them each to another
planet) - go to each of the ROBHEAD planets. After landing, ask each
the name of the planet. They will give you a number. Jot it down next
to the coordinates. Don't bother asking them anything else - they're
not much for conversation.
After you've got the numerical identity of each Robhead planet, go back
to planet 128. The SINOX there will be very happy and after praising
your efforts, will give you the coordinates of planet BOW-BOW. This is
the home planet of SMALL YOKO, an IZWAL.
Before going to BOW-BOW, pay a quick visit to MISSILE BRAVE on planet
REPRODUCTION 128. Ask him for the coordinate of the DUPLICATE planet.
Be persistent. If he dismisses you, go back down to the planet surface
and ask again. Eventually, he will give you the coordinates.
Go to that planet. You'll see DUPLICATE 2. He may give you a little
bit of resistance, but will eventually indicate a willingness to
teleport. Teleport him up and disintegrate him. You now have enough
juice to get you through to HOUR 180 or so before starting to shake.
That should actually allow you to finish the game.
Go to see SMALL YOKO. He'll tell you about his missing father (MAXON)
and will tell you that a CROOLIS-ULV named DEAD GENETIC knows all about
his father. He'll give you the coordinates of the planet where DEAD
GENETIC is, called TRAP 4. Go there.
After a bit of what passes for conversation with a CROOLIS-ULV, DEAD
GENETIC will suggest that you go destroy the 4 planets of his enemy,
the CROOLIS-VAR. These four planets are TRAP 2, GREAT FEAR, KILL YOU,
and TRAP 1. He'll give you the coordinates of the planets. Write them
down but YOU DO NOT WANT TO DESTROY THESE PLANETS!! At least not right
now...
Go to the first planet DEAD GENETIC told you about, TRAP 2, and meet
with the CROOLIS-VAR there. He'll identify himself as GOOD NONSENSE.
After a bit of chit-chat, GOOD NONSENSE will suggest that you go
destroy the planets of HIS enemy, the CROOLIS-ULV. He'll tell you
about the planet of DEAD GENETIC (TRAP 4, where you've already been),
plus the planets of HOWDY PRISON and INSULT 4. He'll make mention of
the planet of his "friend" GREAT DESTROY, as well, but won't give you
any coordinates since he doesn't want you to destroy the planet.
Visit both HOWDY PRISON and INSULT 4, and find out the names of their
planets (you'll need that information very soon). After visiting
INSULT 4, go back to HOWDY PRISON and start pressing him about the
coordinates of the planet of GREAT DESTROY. After a bit, he'll tell
you.
Go there. GREAT DESTROY (a CROOLIS-ULV) will want you to tell him the
names of the three other planets of the CROOLIS-ULV. Give him the
three names (TRAP 4 plus the names of the planets of HOWDY PRISON and
INSULT 4). Give him that information and he'll give you the
coordinates of Planet IDEA 762. Go there.
IDEA 762 is occupied by an IZWAL named SMALL FRIEND. SMALL FRIEND will
tell you about HIS friends, a TRICEPHAL named GOOD FRIEND on planet
SMALL HOME. He'll give you coordinates. As you might imagine, that's
your next stop.
GOOD FRIEND will pass the time with you, mentioning ENTRAX SINOX.
Press GOOD FRIEND on a coordinate for ENTRAX SINOX. After a bit,
you'll be given a set of coordinates. Go there.
You'll find yourself on planet 256 with a SINOX named BRAIN
RADIOACTIVITY. BRAIN RADIOACTIVITY wants to know the identity of the
ROBHEAD planets. The proper format is "Planet (Number 1) Planet
Robhead (Number 2)". Number 1 is the number that the ROBHEADs gave you
when you questioned them earlier. Number 2 is a number from one to
four - based on the first number of the three number sequence the
ROBHEADs gave you. For example, if the ROBHEAD said his planet was
planet 255, you'd tell BRAIN RADIOACTIVITY "Planet 255 Planet Robhead
2". There are four planets and each starts with a different number.
When you've given BRAIN RADIOACTIVITY the information, he'll be real
happy and dismiss you. That's okay. He's got to go "fix" the
ROBHEADs. You, on the other hand, have to kill some time till Hour
125, when you'll be able to see TUBULAR BRAIN 4. (Assuming, of course,
that it's not already Hour 125. The preceding should have taken you
about 100 minutes or so, maybe 110.)
If you haven't gone to see TUBULAR BRAIN 4 yet, you might want to go
kill time on his planet. Since you've disintegrated one DUPLICATE, you
don't have to worry about getting the shakes around Hour 125. So you
can just land there and hang out, without saying anything, waiting for
Hour 125. (If you talk too much, he'll tell you to meet him at Hour
125 and dismiss you).
Or you can wander around the galaxy a bit, keeping a careful eye on the
clock so you make your appointment with the TUBULAR BRAIN at Hour 125.
If you should go visit SMALL YOKO, be warned that he cannot survive on
any planet other than BOW-BOW. Sometimes he will suggest that you
teleport him to your ship. That's fine. But don't teleport him down
to any other planet. If you do, he dies and you're in BIG trouble.
When Hour 125 rolls around, go see TUBULAR BRAIN 4. He'll continue
rattling off numbers, and instruct you to say the code. Say the code
that MISSILE BRAVE gave you ("Code Friend Friend") and you'll make
TUBULAR BRAIN 4 pretty happy. While he's in this state of alien
ecstacy, ask him about the KINGPAKs. After chatting about them, he'll
give you the coordinate of the KINGPAK planet. Go there.
The KINGPAK will want to race you. He'll give you the coordinates of a
planet to race to, count-down, and then you're off. Don't waste your
time rushing to beat him. He always wins. Go to the planet specified
at your own pace. He'll be there. He'll gloat. Then he'll give you
another set of coordinates. Off he'll race. You take your time.
When you get there, you'll meet with TORKA, the Babe of the Galaxy,
again. She'll ramble on about how the DUPLICATE has trapped you, etc.
etc. She'll also give you a set of coordinates for the KINGPAK planet.
Take the coordinates and go there.
Once there, you'll see your "friend", the KINGPAK. He'll be humiliated
about having lost the race. After a bit of chat, he'll go off on a
rendezvous, giving you the coordinates and telling you to contact him.
Go to that planet and meet him there.
Convince him that you'll teleport him to an unknown planet. He'll go
along with the idea. Take him to a random empty planet and teleport
him down. He'll be so pleased that he'll give you a set of
coordinates.
Go to those coordinates. You'll meet DUPLICATE 4. The only problem is
that DUPLICATE 4 won't let you teleport him to your ship for
disintegration until you've killed DUPLICATE 1. That's okay.
Leave that planet and go to Planet ROBHEAD 4. The ROBHEAD will tell
you he'll give you the location of a DUPLICATE if you kill the 2 MIGRAX
planets, REPRODUCTION 14 and REPRODUCTION 128. Do so, then return to
Planet ROBHEAD 4. (By the way, if you visit each of the four ROBHEAD
planets, each will instruct you to destroy somebody - the SINOX BRAIN
RADIOACTIVITY has "fixed" them now, and though they can't move, they
still want to kill. If you're in the mood to destroy LOTS of planets,
you can destroy the planets that each ROBHEAD tells you to, but it's
time-consuming and unnecessary. Destroying the MIGRAX planets will do
the job and get you the information you need). When you return to
ROBHEAD 4, the ROBHEAD will give you a set of coordinates. Go there.
You'll land on the planet of DUPLICATE 3. DUPLICATE 3 will give you a
song and dance about an important rendezvous at Hour 320. Ignore him
(unless you WANT to kill a couple of more hours for some reason).
Teleport him up and disintegrate him.
It's time to go back to see SMALL YOKO. SMALL YOKO knows where
DUPLICATE 1 is. He'll deny it, and it can be very tedious getting the
information out of him. It's easier to ask him for the coordinates of
planet WANT 2. (This is the only out-and-out "cheat" in this walkthru -
I found out through hard interrogation that SMALL YOKO know where
DUPLICATE 1 is, went there, disintegrated him, then went to see
DUPLICATE 4 and, before he agreed to teleport up, he rattled off the
words WANT 2 and a string of numbers. I went back to SMALL YOKO and
tried out WANT 2 on him and found out it was the planet DUPLICATE 1 is
on. Rather than waste your time trying to question the information out
of SMALL YOKO, use the shortcut. Of course, if you WANT to take more
time...)
After SMALL YOKO gives you the coordinates of WANT 2, go there. You'll
meet with DUPLICATE 1. He'll try to make a deal. You don't kill him,
he gives you the coordinates of the other DUPLICATEs. Agree and he'll
spit out some planet coordinates before agreeing to teleport up where
you can fry him.
The first coordinate he'll give you is the planet of TRAUMA, an
ONDOYANTE like TORKA. The second is one of the four TROMP planets.
The third is a ROBHEAD planet. And the fourth is the planet you're on
right now.
Closing in on the end now....
Teleport DUPLICATE 1 up to the ship and disintegrate him. Then go to
the planet where DUPLICATE 4 is and teleport him up. He won't be
happy, but he'll go along with it. If you like, you can now take a
little side trip and check out TRAUMA. Pretty revolting. She'll curse
you and insult you and then rush off for a rendezvous. If you follow
her, she'll turn into a "Babe of the Galaxy" like TORKA and tell you
how much she likes how and how she wants to kill TORKA. You can also
check out the TROMPs at the coordinate that DUPLICATE 1 gave you. If
anything, they're stupider than ANTENNA and a real waste of time.
Ultimately, you still have to find DUPLICATE 5. Oddly enough,
DUPLICATE 1 told you where to find him. Go to the planet where
DUPLICATE 1 told you to find DUPLICATE 5, and you'll find him there.
He'll make peace with you, give you the coordinates of TORKAs home
planet (CORPO) and agree to teleport up. Take him up to the ship,
disintegrate him, go to CORPO, land, beam TORKA up to your ship, and
live happily ever after....
And that's it....CAPTAIN BLOOD in under three hours.....
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Another file downloaded from: The NIRVANAnet(tm) Seven
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